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Topic: Super Mario Maker - OT

Posts 2,661 to 2,680 of 4,786

Chandlero

spizzamarozzi wrote:

So, I hope you like it!

I like it very much. The first part is very nice looking. The houses and even the church are really great. After that I realised that the level actually starts in the underground. And this part is challenging but fun. I really like the precise jumping parts. However, I didn't beat the level so far but when I do, I will rate your level here and leave a comment.

[Edited by Chandlero]

Hey guys, check out my new stage, Quest for Mushroom Kingdom!

Captain05crunch

TheLobster

I don't seem to be getting much feedback or traffic from NL, but I thought I'd try one last time to see if anyone was interested in my stages here.

I hope you guys enjoy them.

Super Mario Maker Bookmark Page

Switch Friend Code: SW-5549-9228-7780 | X:

DanoLefourbe

@spizzamarozzi: Just played your level. Really good platforming overall. here's what I thought about them.

  • School Days: nice simple platforming level. Nothing much to say, it's just that, which is not a problem. Maybe a bit of theming would amke it even more fun. But it's a sound level anyway. It works, it's fun. Okay
  • Multiple Layers: meh. I don't know why, I found this one a bit tedious and I didn't really enjoy its design. Dunno, really XD
  • Super Mario Rooms: that's a concpet I really like. It is really well done here, and this level shows you understanding of the game's platforming mechanics pretty well. Very entertaining. I made something similar called Wario's Fitness Run, if you want to try it at some point.
  • Just Another Castle could easily be much more than that. The platforming is very enjoyable and the level well built. I had quite some fun. I honnestly think it only lacks a bit of theming, using the different kinds of platforms and all that, to really become great. Don't get we wrong: it's already very good, but a bit a variation on the visual could make it great I think.
  • Thrust Us has some nice ideas, but I found it a bit tedious to go through after a few tries because of the broken rythm of the level. I felt like the level doesn't know what it wants to be between a platformer and a puzzle. But that might just be me. I didn't find anything objectively broken in that level. It's just not for me I guess.
  • Heroes to Zeros: I really like the hardcore platforming part of the level. The option to cop-out feels meh. Ok alright it's a bit of a joke but... meh. One thing I feel is a bit of a problem: the clown car ride between the spikes. It tends to be somewhat frustrating to die in something like this. That's the kind of thing I would put way sooner in the level personally. I died twice on this part and didn't want to start back.
  • Donkey Gong!! I liked. It seems you don't.
    It's very very rough. The giant bowser in his corner over there looks like it was pasted there just because there's no donkey kong boss (wink wink Nintendo) . it's random projectiles can break the rooms. Said rooms are overly easy to compensate for that. My god there is so much wrong with that level. But your platforming design almost makes it good. That level is a concept I wouldn't even try, but your platforming design could make it work I'm sure.
    I enjoyed it despite it's flaws. And I'm pretty sure the problem lies in bowser. Maybe you should replace him by something different in each room. But then it's even less DK? I don't know man, I want this to work. XD
    I really enjoyed it anyway.
  • The Strange Case of Dr.M and Mr.W (Hard): good platforming as always. The intro is fun, but I don't want to go through it again after a few tries. It loses its purpose after the first death. It then becomes somewhat tedious. It might not be a problem to everyone but that's what made me quit after a few tries. I think you should put some tiny little bit of challenge there, just so it remains entertainging after the first deaths.

-Ok so overall your platforming is really on point. Almost perfect I would say. That's yout biggest strength by far.
-Pacing might be a little issue sometimes with difficulty spikes placed in the wrong place, which can be a bit frustrating. Good point though: you give the player time to rest between each challenge. That's a big +

  • Theming. More theming. It can make it so much more pleasant to go through your level. Even in hardcore platforming levels. A nice level can be what pushes a player to continue making just the few more tries he needs to succeed.

That's for my opinion, and you're free to do what you want with it. I'll be keeping an eye open for your uploads, as I really like your platforming design

spizzamarozzi

@DanoLefourbe: thanks a million for having taken the time to go through all my levels and for the review - I appreciate it enormously.
I do agree with everything you said. I find it really hard to find the correct pacing in the stages - sometimes I come up with an interesting idea, but then I don't know how to follow it up or how to place it in the level so that it is harmonious with the rest. So I put things that are clearly rushed, uninteresting or frustrating (like the clown car bit in Super Mario Rooms) just to, you know, get in and out of the good bits. The result is, as you kindly pointed out, bad pacing, with useless difficulty spikes where they shouldn't be - especially very early in the level!
I will try to plan everything in advance from now on, instead of just sitting and making stuff up in the game as I go.
Theming is something I always wanted to incorporate in my levels but unfortunately I'm not really creative - I've seen some guys on here doing remarkable themed levels and I always think "How did they come up with that idea?". Themed stuff is something I totally want to do starting from the next level.

The first three levels were done at a point where I hadn't unlocked much yet, so they are very bare-boned. I wanted to "update" Just Another Castle, jazzing it up with all the stuff I unlocked, but I wanted to get the latest stage done first.
Yeah Donkey Gong, I hate it and I have done it just because at that point in time I needed more stars to get the next medal. I thought - people are going to rate it just because it's easy and reminds them of Donkey Kong! The best bit? There's actually a cannon in the second part that shoots a spring (moking the second stage of DK where he throws springs at you) - but I never thought the stage was worth anything.

I appreciated that you noticed kind of a "progressive improvement" in my levels - and it's entirely because of people like you who took the time to play them and pointing out what they liked and hated about them. Hope we stay in touch through Mario Maker, and I will play your levels tomorrow after work (starting from Wario's Fitness Run, of course). Thank you again!

Top-10 games I played in 2017: The Legend of Zelda Breath of the Wild (WiiU) - Rogue Legacy (PS3) - Fallout 3 (PS3) - Red Dead Redemption (PS3) - Guns of Boom (MP) - Sky Force Reloaded (MP) - ...

Mk_II

Still looking to get my 50 stars medal... here's another underwater level you may like.

[Edited by Mk_II]

Nintendo 64 Forever forum
Nintendo Games NES 241 | SNES 324 | N64 267 | NGC 150 | WII 85 | WIIU 9 | IQUE 5 | GB 161 | GBC 57 | GBA 106 | NDS 57 | 3DS 21
Nintendo Network ID: Mk2_NL 3DS Friend code

DanoLefourbe

@Captain05crunch: Her's what I thought about your levels:

  • first try: really good if it was your first level. Pretty basic and easy, and very solid
  • Secret Valley: awesome open level that feels greats exploring and with awesome use of the powerups. your best level. I didn't find a single problem with it.
  • Mushroom Jungle Confirmed my idea that NSMB's visual design is garbage but that' not your level's fault. You did something great visually but the game's poor rendering wastes some of it. No matter, the platforming is really good and the levle enjoyable overall. Just one thing: the part with moving vine feels meh. You keep clinging on the other vines while you try to move and it feels really bad and annoying. Your visual design gets in the way of the gameplay and that's never ok.
    Otherwise yeah, really nice level.
  • Bowser industries etc: Good overall but with some very obvious mistakes.
    -You should never ever ever ever build a ship level with the floor beeing just one block high on the bottom of the screen. if there is floor, the player absolutely needs to see it.
    -You didn't take the bobbing of the camera in the upper part into account either. There are several parts when you can bump
    into a barely invisible threat with a basic jump.
    -You should not be asking the player to wait 5 seconds to see if there is a threat every 5 steps. Remember: the player doesn't know your level and won't progress through it at the same speed as you. On airship levels, always consider that the player has one less block of visibility on the top and bottom, than what you can see in the editor.
    I still liked the level, but those camera mistakes really put a dent in a level that could have been great.

Overall your theming and level design is fantastic and very immersive. It is a pleasure playing your levels. I want more ^^

[Edited by DanoLefourbe]

MrPanda

Hi everyone! I'm somewhat new to these forums, but I'm always excited to play new Super Mario Maker stages and share my own as well! I love that there's a database here where we can actually look up levels to try out. Please try out my levels!

Here are about half of them. The others are on my profile (both in-game and at https://www.nintendolife.com/super-mario-maker/users/MrPanda)

Thanks! Please star if you like! And please play other levels in my profile if you like as well!

[Edited by MrPanda]

Captain05crunch

@DanoLefourbe: Thanks for the feedback! I've come to the conclusion that I don't like making airship levels much because of that camera movement. It seemingly limits me. I understand all the sentiments expressed and I agree. As for Mushroom Jungle, the vines were meant to be climbed at the moving vine part, but I think in execution it just didn't work out that well. I played a few of your levels and I liked them a lot! I feel like we have similar visual styles for our levels. I really dig your level design for the most part.

Captain05crunch

luigio17

Check out my newest automatic level. I'm pretty happy with the way it turned out

Automatic Mario: Go Mario Go! (F839-0000-0089-1AAD)

luigio17

DanoLefourbe

My newest creation. I went back to themed levels with this one. I wonder if it might be a bit hard. Please tell me.

@DanoLefourbe: I thought it was a good level with a lot of thought put into it. I liked the multiple paths. One bit I found slightly confusing was the double stack of piranha plants at the bottom of the cave. I jumped off Yoshi to get over them, but if I hadn't had Yoshi I don't know what I'd have done. Also, I think mixing up the expansive sections with a few very straightforward, linear (perhaps safer) sections gives the player a bit of a 'breather', which can help with the rhythm, especially on longer stages. But that's a pretty vague comment, and perhaps unique to me.

Altogether, I really enjoyed it.

I did a viney level too recently, although not nearly as expansive. It's 31EC-0000-0082-861F

Oh, and while I'm self-publicising, this one is vaguely novel (at least I think so): C4E8-0000-0046-1972

This one is challenging but in a pretty focused way: E09C-0000-00046-9048

And this one is just macabre: 3441-0000-0066-DE32

[Edited by Maxz]

HAVE BEEN ENJOY A BOOM

Switch Friend Code: SW-5609-8195-9688

Benjula

(0698-0000-0087-E049)

I've had lots of fun playing through tons of levels on this forum today so thought I'd sign up and share one of mine, it's probably the best level I've created, it's difficult but not in a 'troll' way, it's got a good mix of platforming and puzzles, let me know what you guys think, I'd love some feedback!

Benjula

Hanakane

Hey guys, here's Part 2 of my "Who Took the Loot?" series. Hopefully you'll enjoy it, and if you have any feedback that would be very much appreciated!

Retro Pac-Man Pack-a-nistic, really quite precocious!

Chandlero

DanoLefourbe wrote:

My newest creation. I went back to themed levels with this one. I wonder if it might be a bit hard. Please tell me.

Simply: Wow.

It is a billiant level. Not too hard and not too easy. Exactly right. I loved how you can beat the level with different power ups, different jumps and different short cuts. Very well executed. And the looks are amazing.

In short: The best level I played since a long time!

@Hanakane: "Who took the plunder" was awesome, the first underwater level i didn't hate! Also loved the "waves" Liked.
@Benjula: "Vineyard3" - i quit playing after the troll noteblocks you can't escape. I play the levels here to NOT get trolled. Even though in hindsight it was pretty obvious that there is no escape...
@DanoLefourbe: "Life and Decay" was a solid level, but i skipped the second "life" part by flying over it with the cape. Liked.
@spizzamarozzi: "Dr.M and Mr.W" had a nice theme, replaying the Dr.M part after failing underground was kinda boring. But the idea. Liked.
@Captain05crunch: "Quest for Mushroom Kingdom" is another solid level, i liked that the areas you travel through kept changing but the level felt quite long. Not that that's a bad thing since the difficulty is ok. Liked.

Click the level and read the first comment for more information.
I had to delete it again, but now i think my puzzle level is done. Had 70 stars, but i'm a perfectionist, so starting at 0 again.
If you finish it i'll click your profile ingame and play/comment a couple of your levels!

[Edited by DrVollKornBrot]

DrVollKornBrot

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